Mercurial > nagslang
view nagslang/level.py @ 582:7d8c6e7ffd2b
Music in levels
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 23:04:04 +0200 |
parents | ae8eb7c0f7bb |
children | 9b9d529ba5d9 |
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import os import pygame import pygame.locals as pgl import pymunk from nagslang import collectable from nagslang import game_object as go from nagslang import enemies from nagslang import puzzle from nagslang.utils import ( tile_surface, points_to_pygame, extend_line, points_to_lines) from nagslang.resources import resources from nagslang.yamlish import load, dump POLY_COLORS = { 1: pygame.color.THECOLORS['red'], 2: pygame.color.THECOLORS['green'], 3: pygame.color.THECOLORS['yellow'], 4: pygame.color.THECOLORS['blue'], 5: pygame.color.THECOLORS['lightblue'], 6: pygame.color.THECOLORS['magenta'], 7: pygame.color.THECOLORS['lightgreen'], 8: pygame.color.THECOLORS['grey'], } LINE_COLOR = pygame.color.THECOLORS['orange'] class Level(object): _game_starting_point = None def __init__(self, name, world): self.name = name # defaults self.x = 800 self.y = 600 self.polygons = {} self.lines = [] self.world = world self.world.level_state.setdefault(name, {}) self.basetile = 'tiles/floor.png' self.music = None self._tile_image = None self._surface = None self._base_surface = None self._exterior = False self._glue = puzzle.PuzzleGlue() self.drawables = [] self.overlay_drawables = [] self._game_objects = [] self._enemies = [] def _get_data(self): # For overriding in tests. with resources.get_file('levels', self.name) as f: return load(f) def _dump_data(self, f): # For manipulation in tests. dump({ 'size': [self.x, self.y], 'base_tile': self.basetile, 'polygons': self.polygons, 'lines': self.lines, 'music': self.music, 'game_objects': self._game_objects, 'enemies': self._enemies, }, f) @classmethod def list_levels(cls): dir_ = resources.get_resource_path('levels') for file_ in os.listdir(dir_): if file_ == 'meta': continue yield file_ @classmethod def game_starting_point(cls): if not cls._game_starting_point: with resources.get_file('levels', 'meta') as f: data = load(f) cls._game_starting_point = (data['starting_level'], tuple(data['starting_position'])) return cls._game_starting_point def is_starting_level(self): return self.name == self.game_starting_point()[0] def load(self, space): data = self._get_data() self.x, self.y = data['size'] self.basetile = data['base_tile'] self.music = data['music'] for i, points in data['polygons'].iteritems(): self.polygons[i] = [] for point in points: self.polygons[i].append(tuple(point)) self.lines = data.get('lines', []) self._game_objects = data.get('game_objects', []) for game_object_dict in self._game_objects: self._create_game_object(space, **game_object_dict) self._enemies = data.get('enemies', []) for enemy_dict in self._enemies: self._create_enemy(space, **enemy_dict) def _create_game_object(self, space, classname, args, name=None): modules = { 'collectable': collectable, 'game_object': go, 'puzzle': puzzle, } if '.' in classname: module, classname = classname.split('.') else: module = 'game_object' cls = getattr(modules[module], classname) if module == 'collectable' and name in self.world.inventory: return if issubclass(cls, puzzle.Puzzler): gobj = cls(*args) elif issubclass(cls, go.GameObject): gobj = cls(space, *args) level_state = self.world.level_state[self.name] stored_state = level_state.get(name, {}) should_save = bool(gobj.set_stored_state_dict(stored_state)) if should_save: if name is None: raise Exception( "Unnamed game object wants to save state:" % (gobj,)) level_state[name] = stored_state self.drawables.append(gobj) if gobj.overlay: self.overlay_drawables.append(gobj.overlay) else: raise TypeError( "Expected a subclass of Puzzler or GameObject, got %s" % ( classname)) if name is not None: self._glue.add_component(name, gobj) return gobj def _create_enemy(self, space, classname, args, name=None): cls = getattr(enemies, classname) if issubclass(cls, go.GameObject): gobj = cls(space, self.world, *args) self.drawables.append(gobj) else: raise TypeError( "Expected a subclass of GameObject, got %s" % ( classname)) if name is not None: self._glue.add_component(name, gobj) return gobj def all_closed(self): """Check if all the polygons are closed""" closed = True messages = [] for index, poly in self.polygons.items(): if len(poly) == 0: # We ignore empty polygons continue elif len(poly) == 1: closed = False messages.append("Error: polygon %s too small" % index) elif poly[-1] != poly[0]: closed = False messages.append("Error: polygon %s not closed" % index) return closed, messages def save(self): closed, _ = self.all_closed() if not closed: return False with resources.get_file('levels', self.name, mode='w') as f: self._dump_data(f) return True def get_size(self): return self.x, self.y def set_base_tile(self, new_tile): self.basetile = new_tile self._tile_image = None def get_walls(self): walls = self.polygons.values() walls.extend(self.lines) return walls def _draw_wall_line(self, points, width, colour, extend): for line in points_to_lines(points): if extend: line = extend_line( pymunk.Vec2d(line[0]), pymunk.Vec2d(line[1]), extend) line = points_to_pygame(self._surface, line) pygame.draw.line(self._surface, colour, line[0], line[1], width) def _draw_walls_lines(self, width, colour, extend): for index, polygon in self.polygons.items(): self._draw_wall_line(polygon, width, colour, extend) for line in self.lines: self._draw_wall_line(line, width, colour, extend) def _draw_walls(self): inner_colour = pygame.color.THECOLORS['red'] mid_colour = pygame.color.THECOLORS['orange'] outer_colour = pygame.color.THECOLORS['yellow'] self._draw_walls_lines(5, outer_colour, 0) self._draw_walls_lines(3, outer_colour, 1) self._draw_walls_lines(3, mid_colour, 0) self._draw_walls_lines(1, inner_colour, 0) def get_background(self): if self._surface is None: self._draw_background() self._draw_exterior() # Draw polygons self._draw_walls() return self._surface def _draw_exterior(self, force=False): """Fill the exterior of the level with black""" if self._exterior and not force: return white = pygame.color.THECOLORS['white'] black = pygame.color.THECOLORS['black'] surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) surface.fill(black) for index, polygon in self.polygons.items(): if len(polygon) > 1: pointlist = points_to_pygame(self._surface, polygon) # filled polygons color = white # If a polygon overlaps on of the existing polygons, # it is treated as negative # This is not a complete inversion, since any overlap # triggers this (inversion is easy enough, but the # behaviour doesn't seem useful) # We also only check the vertexes - not breaking this # assumption is left to the level designers surface.lock() for p in pointlist: if surface.get_at(p) == white: color = black surface.unlock() pygame.draw.polygon(surface, color, pointlist, 0) self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) self._exterior = True def _draw_background(self, force=False): if self._tile_image is None: self._tile_image = resources.get_image(self.basetile) if self._surface is not None and not force: # We assume we don't change return self._surface if self._base_surface is None: self._base_surface = tile_surface((self.x, self.y), self._tile_image) self._surface = self._base_surface.copy() return self._surface